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in the heart of vehicles
mardu vehicles and the revolt begins!
this just in! – batman and teenage mutant ninja turtles – dc and idw
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home mtg store news articles events about us categories articles (208) board games (48) charlottetown (15) collections (11) comic books (161) events (48) lcg (1) magic: the gathering (101) moncton (177) new releases (53) news (19) review (178) sales (4) signings (1) uncategorized (11) want list (1) archives december 2016 november 2016 october 2016 september 2016 august 2016 july 2016 may 2016 april 2016 march 2016 february 2016 january 2016 december 2015 november 2015 october 2015 september 2015 august 2015 july 2015 june 2015 may 2015 april 2015 march 2015 february 2015 january 2015 december 2014 november 2014 october 2014 september 2014 august 2014 july 2014 june 2014 may 2014 april 2014 march 2014 february 2014 january 2014 december 2013 november 2013 older in the heart of vehicles posted on december 6th, 2016 articles magic: the gathering moncton new releases after writing yesterdays article, i found this amazing new sky ship that i definitely want to be riding to victory! and i was immediately back down a nostalgic path to one of my favorite creatures from days long ago: this is most definitely going to see play in the vehicles decks, as for shear power this is almost as good as smuggler’s copter.  the reasons i think copter is still better are simply due to the fact that copter can cycle cards and is much easier to activate.  however heart of kiran is still fairly easy to activate in the mardu vehicles lists going around as almost every creature in the deck has 3 power.  then you have the synergy between gideon ally of zendikar and heart of kiran, with the vehicle already on the field most likely dropping gideon, using his +1 ability and using him to crew the heart and still be able to remove a loyalty for a blocker.  then the following turn being able to activate gideon again, then remove the loyalty counter to attack for a minimum of 9 damage!      heart of kiran might even be playable in a more control style of deck, assuming you are playing enough planeswalkers at low enough cost to make it worth while.  my thoughts on the heart of kiran in the control shells would be to serve similarly to man lands.  walkers that come to mind would be liliana, the last hope, saheeli rai, and nissa, voice of zendikar, all of which play on curve with the heart of kiran.  saheeli and nissa i think work with the heart of kiran beter than liliana, but it depends on what the rest of the deck might look like before deciding which walkers are better to run.  and of course there is a plethora of 4 cmc planeswalkers running around that would more then likely see play in a deck like this.    i also read about matt severa’s gp denver win with mardu vehicles and realized i wasn’t including any copies of thalia, heretic cathar and also realized just how good they could be against ishkanah, the grafwidow.  if sequenced right thalia could lead to a total blow out against a delirium player, thalia also feels good against uw flash preventing surprise blocks from there flash creatures.  so moving forward i will probably try and replace pia nalaar with thalia’s as i think against the larger meta game thalia is probably better, in which i will prob move pia to the sideboard over transgress the mind but they might just be redundant all together. the only issues i see running heart of kiran over cultivator’s caravan in mardu vehicles is the loss of the black sources ( or blue for those running counters in the sideboard)  making recurring scrapheap scrounger a lot more difficult.  now the shear power and evasiveness of the heart of kiran might just simply make cultivator’s caravan seem silly, but play testing will tell, perhaps simply a new mana base or a split between caravans and hearts will be the right answer.  depending on what else is spoiled for aether revolt i can definitely see myself simply swapping caravan’s out for the heart and just see how it does.  the biggest trade off is the fact that the heart of kiran is a lot easier to kill than caravan, but has flying and vigilance and can be attacking as early as turn three instead of turn four. i hope that you are all as excited to attack with turn three serra angels because i know i am, and something tells me vehicles are here for the long haul through the rest of this standard season. --> mardu vehicles and the revolt begins! posted on december 6th, 2016 articles magic: the gathering moncton new releases hello all, sorry that it has been a while since i last posted, but life is sometimes like that.  recently i have been working with a mardu vehicles list and have not done too bad with it overall and am hoping it can compete against the other big hitters of the current standard meta game.  also we have our first aether revolt spoilers and the jury is still out on them but they look at least interesting. to start today’s article off here is my current vehicles list:    mardu vehicles main: 38 4 thraben inspector 4 toolcraft exemplar 4 inventors apprentice 2 pia nalaar 4 veteran motorist 4 scrapheap scrounger 3 gideon, ally of zendikar 3 harnessed lightning 3 unlicensed disintegration 4 smuggler’s copter 3 cultivator’s caravan lands: 22 4 aether hub 4 concealed courtyard 4 inspiring vantage 1 needle spires 3 plains 6 mountain sideboard:15 2 archangel avacyn 2 declaration in stone 2 fragmentize 1 gideon, ally of zendikar 1 stasis snare 2 kalitas, traitor of ghet 2 ruinous path 2 transgress the mind 1 kambal, consul of allocation    my list is slightly different then ones found online, but is pretty close overall.  i have tried to streamline the deck into the most consistent deck i could, while giving the deck some recursion and mid game power, while also having a slightly higher removal spell count then most lists i have been seeing.  toolcraft exemplar is always the best turn one play especially followed by an artifact on turn 2 which for this deck is fairly usual.  smuggler’s copter is obviously one of the more powerful cards in this deck giving the deck the ability to have an evasive creature that cycles cards in your hand giving an aggressive strategy the ability to dig through its deck.  veteran motorist is one of those cards that had me in awe since i saw it, i mean a 3/1 for 2 cmc that scry’s 2 when it enters the battlefield and can pump my evasive vehicles?!  probably the biggest reason to play white next to gideon, ally of zendikar.  gideon ends up being a fairly aggressive creature as a virtual 5/5 for 4 mana that can make creatures to go wide if need be or pump a well stabilized board to finish the game quickly, can’t really ask for more from a card in a deck like this.  the few black spells definitely give this deck an edge in control match ups and deal with difficult to kill creatures.  scrapheap scrounger has felt amazing in this deck being able to come back and crew a vehicle even if my opponent was able to kill off all my other creatures, giving the deck the ability to put pressure on constantly more often then not.  unlicensed disintegration is just the perfect removal card for a deck like this that can outright kill just about any creature while also 95% of the time dealing damage to our opponent at the same time, giving the deck a small amount of reach as long as our opponent has a creature.  i have seen some lists not running inventors apprentices’ and definitely feel like they need to be in this deck as they are the other one drop you wanna see if you don’t have a toolcraft exemplar, and there larger toughness can sometimes matter.  pia nalaar has done a lot of work for me as well by allowing me to get more damage though at times where i would have difficulty closing out the games otherwise, while also creating an evasive creature or adding damage and giving us a mana sink if we flood out.   my sideboard doesn’t feel optimal yet and is a work in progress as i find that i never bring in transgress the mind’s in this deck as it seems to slow me down too much, which i find that i win the games where i can keep pressure on constantly while trying not to over commit.  the removal in the sideboard is to simply deal with various other problems that the main deck removal can’t deal with all that well, emrakul’s and bg delirium with there recursion of ishkanah or any other beat stick the deck wants to run being the more dominate creatures that tend to be an issue.  i recently played this exact list at an fnm event and went undefeated against a control dominate meta as i played against 2 grixis control decks a parharmonicon deck, and a weird delirium deck.  i only lost one game against one of the grixis control decks which i had to mull to 5 in the final round in which i turned around and dominated game three.  i am not sure how the match up is against bg delirium as ishkanah i think could be a big issue and emrakul if cast is game breaking, but if i can power through the ishkanah’s and win before my opponent can cast emrakul i think i will do fine. for those of you who haven’t seen the recent spoilers for aether revolt i suspect you will very shortly if your reading this. we have our new ajani, being a 6 drop green white planeswalker that wants to be in a deck full of permanents.  here are ajani’s abilities: +2 loyalty to  reveal the top 3 cards of your library, put all non land permanents revealed this way into your hand and the rest on the bottom of your library in any order. -2 loyalty exile target creature, that creatures controller gains life equal to that creatures power. -9 loyalty to put 5 +1/+1 counters on each creature you control plus put 5 loyalty counters on each other planeswalker you control so not bad, the ability to create card advantage with the plus ability, protects / acts as a removal spell for the -2 ability,and assuming you can maintain a decent board presence has a pretty decent ultimate ability.  i can see a naya walkers list forming in my head already along with a bunch of the oaths which also can be drawn with ajani’s plus ability.  then we have 2 other cards that i think have potential, yahenni’s expertise and trophy mage both feel like they could be standard players in the future standard meta.  yahenni’s expertise is our new wrath effect that gives -3/-3 to all creatures for 2bb but has the upside of being able to cast for free a 3 cmc or less card from your hand, hard to say if this will be enough to include this over radiant flames in our current control shells, unless of course we can cut red entirely.  the other plus to yahenni’s expertise is the fact that it gets around selfless spirit which is nice, so we shall have to see and play test with this card to see if it is good enough moving forward.  trophy mage will see play if we have good enough artifiacts that cost 3, or enough that are good in various matchups where we only want to play one of in our sideboards or main decks.   dynavolt tower and filigree familiar are the cards that jump out at me at first that might want to see play with  our new artifact tutoring beat stick, but we shall have to see what the rest of aether revolt has in store for us.    so i hope you have enjoyed this article and stay tuned for more on upcoming spoilers from aether revolt.  for those of you playing vehicles lists i hope you find some of this helpful, and if i get the chance to play the mardu vehicles against more of the meta i will be sure to let you all know how i make out.  i also have my brewing cap on so expect to see some aether revolt cards being added into my current lists or spawning new ones of there own! --> this just in! – batman and teenage mutant ninja turtles – dc and idw posted on december 4th, 2016 comic books moncton new releases review what do you get when you combine the dark knight and a few heroes in a half shell? you get the bastard love child of writer matthew k. manning and artist jon sommariva also known as the face of two worlds. this comic brings together two of our favorite heroes (or technically five of them i guess) in one unique cross over experience and something i was not even aware i needed until actually seeing it in print. the dark mysterious batman and the mostly fun loving ninja turtles all fight for the same thing, justice. our story starts off with the ninja turtles doing what they do best, and taking down a bank robber with more jokes than actual fighting. mainly the guy passed out after talking to a giant turtle. honestly, i feel that would be the way any person in their right mind would react, but who is to judge. we then make a fairly fast leap to gotham, where the batman is chasing down a villain in a dark and brooding mansion, so another big shocker there, but we find two face, and he does not seem to be well. we are introduced to the fact that he, and a lot of others, escaped arkham, and no one can find them. we find out that the krang portals are involved in the dc villains escaping and actually coming into the ninja turtles world, making the villains that we have all grown to love fight in a brand new way, and meet up with some brand new heroes, all while batman tries to figure out what the hell is going on back on earth one. it jumps back and forth a lot, but i do not feel it loses the reader at any point in doing so, which is a true testament to this style of writing. it is difficult to keep people entertained and informed without it coming off as spoon feeding you the information. the writing in this story is an amazing mixture of the more modern tmnt we have all grown accustomed to in the recent years, with the batman animated series style of batman. his attitude, interactions, and quick detective work give us his true identity, but the authors ability to give him all the same traits in a new and unique way, gives a lot of credit to this story. i was captivated enough to want more, and i know this run is going to be a good one, one you should watch out for. the art style is exactly what you’d expect from this specific cross over. it is cartoony, very modern creation of the characters, and completely over the top in terms of paneling/basic art style. it works amazingly well for this story in this genre. there is nothing that i would change about this series, and i would make this one of my for sure grabs if i were you. you will not regret it! --> this just in! – the unworthy thor – marvel comics posted on november 26th, 2016 articles comic books new releases review the unworthy thor is the continuation story for our favorite asgardian and wielder of mjolnir, the almighty thor. marvel comics enlists writer jason aaron and artist olivier coipel to bring to life a character we’ve known for years in movies, comics, and crossovers, but add a completely new feel to the character. now known as odinson, thor does everything he can to become worthy once again of holding his birthright mjolnir. this is the story of his path to redemption. thor lost his possession of mjolnir as the hammer no longer found him the worthy son of odin, and in doing so has brought odinson essentially to the base instinct in him. he needs to use goat power (yes, that is in fact a thing) to traverse the known universe now, and still continues to fight his way through all manner of enemies. this issue has him do battle with space trolls, meet up with beta ray bill, and try to find out how in the hell asgard just up and went missing. so this issue definitely starts to build up a base for this new series, and one which is more than interesting enough for me to follow. odinson spends a lot of time explaining his emotion towards having his birthright ripped from his hands (almost literally) and telling the reader why this matters so much. he also goes on to question why a single whisper from an enemy can cause so much pain and devastation in his life. what did they say that made thor feel unworthy and become odinson? i assume there are so many secrets we will find out by the end of this series, and so many more questions to come. the writing in this one is exactly what i would hope thor would be and really does an amazing job of bringing us back to the original roots of thor. we get a feel for the character that we all know and most of us love. thor is one of those characters which is best written like the god himself, and i feel is not usually portrayed properly in most recent comics. he was too acclimated to earth and lost most of his savage ways of the asgard people. that is my favorite part of thor, the real thor, is his ability to fight his way out of any situation, using any means necessary. the artwork in this issue is also very well done, combining the knowledge of the character with a more savage design of thor. no more clean cut, complete armor wearing man with coiffed hair. now we get an almost caveman looking individual who will literally bite the face of his opponent. he looks more like a man who was forged in war than a super model on vacation. i feel it works absolutely perfectly for this gritty reboot. i think this will be a must own for any fans of thor, or violent comics in general. it is shaping up to be action packed, and lesser known characters making constant appearances. --> a roll of the dice – shadowrun posted on november 19th, 2016 comic books moncton review welcome back my fellow role players, to another review from the iron laden basement of yours truly, fat adam. this week we are diving into one of our last role-playing game reviews, so i decided to do one that even i wanted to know more information on, shadowrun. a creation of the now dead game company fasa, shadowrun is best defined as a science fantasy role-playing game, which uses a lot of futuristic vibes and cybernetics to create an almost cyberpunk reality. it mixes a lot of genres that players love to utilize anyways, such as horror, crime solving, cyberpunk, magic, fantasy, and in turn created a loyal fan base who helped several other products stem off from it. published in 1989 originally, shadowrun has gone through multiple editions with minor rule changes, and released the most recent fifth edition back in 2013. add to that all of the supplement works you can buy, adding new missions, campaigns, and additional material that most rpg’s have. they are not must haves, but from the looks of the artwork, the game dynamic, and the overall addition most of them provide, they will certainly by must wants. why don’t we see a brief run down of the history of shadowrun? history – released in 1989, published by fasa – 2003 a topps owned company now had publication rights, as catalyst game labs licensed the property from topps (yes the hugely popular trading card company). – there was an extremely unsuccessful collectible action figure game based on the shadowrun series (shadowrun duels) which was released by wizkids (some of the head people from fasa) – in 2012 fifth edition was announced and sales started at the origins game fair in june 2013. it became immensely popular, even being nominated for (and winning) several awards over the years. – there is also a very successful line of novels taking place within the shadowrun world, and an extremely popular card game which has also won a few awards on its own. – to date, there is over a hundred supplemental books for shadowrun, almost all including either minor rule changes, additional missions, and additional campaigns to run. every one of them is a piece of the large puzzle that is shadowrun. how to play shadowrun uses what is called a priority-based system for the character creation aspect. fourth edition tried using a point buy system (as with most popular pen and paper games) but went back to their original system with fans complaining it was becoming too cookie cutter of a game. you can still use the point buy system in fifth edition, but it is considered an advanced option in creation. the priority-based system means you choose which of the five priorities listed above is most important to you. in the chart you see below, it shows the definition of the priorities. by choosing one of the five priorities for your first choice (defined by a on the chart), you nullify the ability to choose another “a” trait, so you move onto b for the next options. this is an easy way to create a balanced and dynamic character, knowing you can utilize whatever means the most to your specific character, and in doing so create several hundred varieties of character to start off the game world with. the game focuses on a d6 based system, similar to gurps and dragon age, but instead of focusing on the class you are for benefits, it focuses on the skills you choose to progress with. there is a target number chosen based on the difficulty of the skill check or attack that you are making, and it is your job to meet or exceed said check. you do get bonuses based on your skills, your tools, and other resources you may have gained access to throughout your life. in the end, a simple roll of the dice can make or break the situations around you. you can do more than exceed too, as the roll can dictate you’ve greatly succeeded, allowing the dungeon master to add additional resources, information, or any other flavour they want into the situation (in your favour of course). certain tasks also have individual dice pools that players can draw from for assistance. by doing this though, you are removing a bonus dice from later use. this could pose a problem when you run into that one situation in every campaign designed to test how well you’ve planned the rest out. other than the basics, you just strap in for a disaster of a ride to hell and back. world the world that shadowrun has created is the combination of fantasy and robotics. they meld the ability to utilize magic, with the ability to create some of the most technological wonders in existence. this merger feels unique to a lot of the game play you will find out there, and in doing so they add the post apocalyptic style of feel to it. for its time, they absolutely nailed how technology will eventually take over in every aspect of our lives, almost forcing us to submit or be left behind for good. the world itself has different races, most of which look human, but have a few dissimilar traits, making them just different enough to say they are. it creates an amazing divide among the different races, allowing for a shift in power in any direction the person creating the story wants it to go, but not so far gone that the player characters can’t come to a consensus and work together. it leaves enough to care about, without diverting from its one true goal. assume the role of our future, and find a way to survive. design + a cyberpunk game, which was created in the freaking eighties and has survived over thirty years to still remain popular? not even just popular,it still remains relevant to our modern society. well done on the design of this world and everything in it. + stream lined character creation (for the most part) makes things simple for a new player to jump into the fray and at least be able to understand the basics. it also adds a level of tactical awareness to the character creation as each stat is just as important as another. + who doesn’t love shooting futuristic space lasers at everything coming at you from all directions. seriously though, i’d like to meet them. – hardcore gamers may find the lack of character point distribution a bit of a turn off, as they can not create quite as dynamic characters as they could with the point buy system. – there is so many damned supplements. it rivals pathfinder in its ability to try and keep the consumers pockets empty, and even though not all of them are needed, they make you feel like you really do want it. replay value + i feel i must say this every time, but honestly it is never any less true. with the right group, and the right dungeon master, all pen and paper rpg’s have an amazing amount of replay value. + the amount of supplements there are for the game add an immense amount of value to the replay aspect, as it will keep your urge to know more and play more fed for many moons into the distant future. hell, by the time you played all of the campaigns, the world would most likely actually be like shadowruns. + adding the games, card games, novels, and video games into the equation, shadowrun quickly becomes one of the most replay value assets in role playing game history. the company knew what they were doing, and didn’t just settle at creating the game, they created a brand. – limited character creation with the core books means it is difficult to create 100% unique characters most of the time. it also loses some of the replay since no one wants to play the same character every single time they start a new campaign. well, almost nobody. – the overall flavor of the game relies heavily on the dungeon master. this is with skill checks, combat, and basically everything you will do, so not having the right dungeon master could set the game up for failure almost immediately. fun factor + futuristic technology combined with the power to fry a persons brain with the flick of a wrist. seriously, this is exactly what a lot of us are constantly looking for. + the game dynamic and overall feeling of play, while being simplistic, is fun enough to captivate the player. it makes you feel like you know what you’re doing, even when sometimes you don’t. +the feeling you get when you can showcase the true talents your character possesses (such as hacking, fighting, or just being charismatic) all comes together in one poignant moment. it makes the entire process of building to that point more than real. – limited character creation options make it harder to diversify the party. you will run into things that no one is equipped to deal with, and it is not as easy as picking new skills to counteract that. – the flavor itself is amazing, but it has to be something you are really into. not everyone likes the futuristic sci-fi genre for a pen and paper role playing game. it adds a level of fun that is not as well seen in this medium. overall honestly, this game is one that me and my group found fun. it is one you should pick up, because i know you will enjoy it. it is a game that i will not regret having, no matter the play time it may actually get. i know it will get chosen often enough, that it is more than worth the price tag attached. take a chance, make a mistake, and get completely dominated in a world where you will fight for everything you need and want, while hoping you have the needed resources to continue on to the next part of the journey. only time will tell. --> this just in! – foolkiller – marvel comics posted on november 19th, 2016 articles comic books moncton new releases written by max bemis with the amazing artwork being done by dalibor talajic, foolkiller is the story of greg salinger and his move from mercenary for hire to psychotherapist. yes you did in fact read that right, the mass murdering mercenary now carries a man purse, and claims to look good doing it. they decided to take the foolkiller into a completely relaxed way, and turn him into the every man, which was a far toss from the man who once killed alongside deadpool, killing men by the hundreds, and now owned a pug. foolkiller is honestly one of the most under rated superheroes in the marvel universe, as he is quite a fun and funny character. we start by introducing his life, and all the big steps and changes greg has made. he is starting therapy with a new patient, who calls himself the young red skull without ever truly knowing what the red skull really stood for. he was more than just a racist jerk off, he was a man who had serious plans to convert the worlds knowledge, and one of marvel’s most vicious super villains. a man who more than stood the test of time. this kid rodney essentially paints dried blood on his face to look like the red skull and thinks joining his fathers white power group makes him some sort of king in the nazi regime. greg is doing his best to try and maintain his new life, seems to be thriving in it and actually enjoying himself. he gave up on the mercenary life when he was surprised on a mission by shield, and was recruited by captain gary span, some high level shield agent, who has some pretty dark surprises hiding in plain sight. he is one of the main characters who i am wanting to see more character development from, which i know is coming. the writing in this comic is honestly a blessing. they add a perfect combination of humor, passion, acceptance, and make you have a completely different feeling for the character from one page to another. i appreciate his use of flash backs to help build the back story that gives us a look into the foolkiller. mainly though, i appreciate the realism of certain parts. the main one is when foolkiller crashes through a window, and actually talks about how everyone makes this look cool, but it hurt like a bitch, pulling glass out of his hands and face. the artwork is amazing for the superhero genre. i felt a lot of kickass style artwork pop up, but with its own unique twists. this is one of the story’s that the paneling is damn well spot on, and the flow of the comic works amazingly well by the end. honestly i am excited to see where this one goes, and know that this will be an amazingly well done series. you need to pick this one up, give it a shot, and see what you think. --> this just in! – flash gordon – dynamite comics posted on november 12th, 2016 articles comic books moncton review we are jumping into a new version of a classic comic flash gordon which has been brought back to life by dynamite comics. flash gordon was an older comic strip from back in the 1940’s, which also became a movie in the 80’s staring sam jones as flash gordon, and max von sydow as his arch enemy, ming the merciless. so rehashing a comic which has been around for over 70 years, can sometimes come off as a bit of a dead horse situation, but writer jeff parker and artist jesse hamm have managed to bring the spirit of the original comic to life with a new story added to the mix. they did an amazing job of keeping the same nostalgic feel to the comic, which i really appreciate. this series starts by telling us about the death of ming the merciless at the cost of most of earth’s technology. radios, television, and most other technological advances sending us back to a time of almost a hundred years before, but leaving us enough to remember what we once were. the world felt it a fair trade to kills off one of the worst villains they had ever seen, or so they thought. we get an introduction to the phantoms (yes there is two of them now adding jen to be lothar’s trainee), professor zarkov, arden, and of course flash gordon. so they give us everyone all at once, and the mandrake being the man who ties them all together, since he is noticing that a massive earthquake was felt world wide, and caused devastation along most coast lines. it caused large tidal waves to decimate some city populaces, leaving people wondering what was happening, and leading the team to get back together for a new mission. a mission that no one could have expected to go the way it did. it is fairly predictable to find out that ming is still alive, and something i figured right from the get go, but what he has done is more than surprising, and something i will not spoil on here. you need to get the issue to find out. the writing was refreshing, as it gave me exactly what i wanted for this title. it brought me back to the old flash gordon, which i really wanted this to be. i wanted to feel the characters again, and i really wanted a continuation of old stories, but still adding some surprises on their own side. honestly, i wanted this. the artwork was completely old school. it was the washy style from flash gordon or even old batman comics as well. it was the exact style of almost pointillism comic art, which we do not see from comics anymore. it was bright, well done, and nearly perfect for this title. honestly, if you are a fan of flash gordon, you really need this title. if you’ve never read flash gordon, this title may be a bit too old school for you, but i recommend at least trying it out to see how it makes you feel. --> this just in! – vigilante southland – dc comics posted on november 3rd, 2016 articles comic books review vigilante southland is a comic which is written by cary phillips and amazingly drawn by elena casagrande, who combined brought us the story of donny fairchild. he is essentially a lazy, do nothing waste of life, or at least that’s how he comes off. his story is one of heartache, love, passion, and finally acceptance of who he is really meant to be. our story starts off with the boys hanging out and shooting some hoops at the local basketball court. we get a brief introduction to donny, bobby, and a few of their other friends. also about the turmoil the local police have caused. apparently they are not treating african americans with respect, and has a resounding touch of the current affairs in the united states. donny makes a comment about he was happy his white friend was there when the cops showed up, and his girlfriend made a comment about attending a rally on behalf of another person who was hurt by the police. this is the rally that donny was supposed to attend, but was too high to care. his girl, dorice, has a secret life that no one else knew about besides her own mother. she was a vigilante who was trying to find information on some sort of corporation. not a lot is revealed in this issue, except that whatever they were protecting, they were willing to kill for. clearly she had stepped into something that was more than she was expecting. her final ride came the morning after the rally, and after she had stolen some important information from them, and they ran her down in the middle of the road. another reason fat adam doesn’t want to bike would be menacing murderers trying to take out healthy bikers. her death is what spurs donny to be the man he could have been so long ago. we get introduced to donny’s father when the police are having trouble solving the hit and run. he gets help from the one man who can provide it, even though it comes across that they do not talk at all anymore. what happens next is a series of violence, mystery, and an explosion. seriously, you need to read this comic, especially since it is only a six part short series. the writing in this comic is captivating, intriguing, and just the right amount of amazing build up to make the reader want to keep going page by page. it leaves enough questions to make me keep waiting for the next issues coming out, but answers some key things in such a way that i feel fulfilled as it stands. this is the mark of a truly amazing piece of writing. the artwork though, was nothing short of near perfection. it has an amazing feel of the old style superman, batman, and flash, will being more gritty. it feels like you are there with the protagonist, and feeling everything they feel. i am obsessed with this comic, and honestly i am excited to see what is coming. --> a roll of the dice – dragon age – green ronin posted on november 1st, 2016 articles board games review hello once again my lords and ladies, to another resounding success of a review. it is my job to show you the good, the bad, and the completely ridiculous about different games. as mentioned before, we are focusing right now on role playing games, and what better way to involve everyone than take a game that was created in a world which exists in video games prior. i am of course speaking of dragon age, a dark fantasy roleplaying game, released by green ronin publishing in 2010, basing the entire world on the bioware created world within dragon age the game. the game itself was released in three separate box sets. the first one being levels one through five, the second set being levels six through ten, and finally the last publication was levels eleven through twenty. there was more than just the levels added to the game, which we will go over here in a moment. mainly though, as the game was released, it became necessary to get each of the books involved in order to progress the story. since then, dragon age (in 2015) released a single set with all of the three rules sets combined into one hard cover book. making the game cheaper, and easier to start up than previously. all together, it is actually a benefit to get them all separately in my opinion, as the books and kits that come with it are worth the extra. if you are lucky enough, comic hunter may even have them on sale when it is buy two get one free rpg day (that’s how i got mine) you get the best bang for your buck! keep an eye on the comic hunters facebook page, as they almost always have some sort of amazing deal on games, rpg’s, comics, or storewide things too. honestly, this is one you need to look into snagging if you can. brief explanation the game is one of the most simple games to start playing, as they take in the older style of character creation. you can choose only one of three classes. the fighter, the rogue, and the mage, leaving character creation to be fairly easy going and straight forward. hell, there is only three races to choose from as well being elf, human, and dwarf. this aligns itself fairly well to the original dragon age game, so it adds flavour towards the creation, knowing they stayed true. as more editions (expansions) came out, they did add more flare which stemmed from future incarnations of the video games, including dragon age two. it added additional races and classes, but still managed to keep the easy to use system, with the flavourful campaigns to follow. the game does an amazing job of building the dark fantasy world of ferelden into a playable scenario of survival, immense love, and downright betrayal. everything we want to see in a pen and paper roleplaying game. what’s different there are two main things that keep dragon age different than most other roleplaying games, and in my opinion, one of them is absolutely amazing. first, the not so amazing, but a bit different one, the dice system for the game. this game uses a d6 based system, and you always need to make sure one of the three die are different. this is immensely important and will lead to our next point. all of your rolls to hit, do things in the game, cast magic, and anything else you do in a normal roleplaying game, is done using three d6 only. this makes things more simplistic, and a lot cheaper to get into, as you don’t get the dice obsession most players get, needing all the newest and shiniest set of dice! secondly is what happens if you roll doubles on any of you die. rolling doubles gives you a bonus to be able and use stunt points to either make your attacks more efficient, more powerful, or completely decimate an enemy. the stunt points you get are dependant on the dragon die roll you get with your doubles. you get stunt points equal to the number you roll on the dragon die, an use them as you see fit. it can add more than one stunt to the trick, as you can add as many as yo want to add up to the stunt point total. in my personal opinion, this actually adds a level of flavour and story ability that no other rpg has matched at this point, and one that really works out amazingly well when being used with a good group of role players. design + giving a lot of information on a world we are mainly familiar with is an amazing design feature. they’re able to use something most people are familiar with to get players intrigued enough to try it out. + the artwork and world design is absolutely amazing. stunning inside and out, something we’ve come to expect from dragon age in the past, so something i was happy to see take place in the modern release of the game. + the stunt addition to the game makes the design a lot more unique, adding to the ability to really role play the character the way you want. be as flashy as you can, or add power to everything you do. either way, it adds additional benefits to the character and battle abilities for you to have fun with. – the limited amount of character creation you can use is really limited, which can takeaway from the game design for those of us used to hundreds of different combinations. – there has been very limited deviation from specified story arcs, which leaves the dungeon master trying to write his own side story, which basically must take place in a certain world with certain parameters. replay value + as with all other pen and paper rpg’s, this one has a lot of replay if the dungeon master wants to create his own story and world to go with it. there is not a lot of side issues and side campaigns in the books, as they are fairly linear to date. + with a more fluid and easier to build character creation, it leaves more to the imagination for little details. once you add in more than the first book, you can have a lot of fun coming up with back stories for characters you’d never even have dreamed of. especially the qunari. + with the right group, the story that unfolds adds a level of love for the games as well. by first playing the games, getting to know the world and its inhabitants, the rpg really makes more sense. this adds a lot of fun, because people who have played the games can reference them, and dungeon masters can add characters in as they see fit. – although the character creation is more fluid and easier, the limited amount of class options, as well as race combinations, are a bit of a downer for the more seasoned rpg player. people used to games like pathfinder, might find dragon age to be too cookie cutter. – players may find the dragon die to be almost too powerful in the early game stages. it can make a spell or attack essentially one shot most monsters you come before, leaving you questioning if your character is secretly a god or not. fun factor + creating an easier to use character creation makes the game really easy to jump into. this is an amazing rpg for new to game people. +by using a world that most nerds know and love, it creates a connection that most games don’t get. we know this world and its scare tactics. we also know where to go to get the best dwarven mead in all the land! + since the story is fairly linear, the most exciting part is the ability to create a lot of your own flavour with side quests, and npc (non player character) designs. – the fact is, for seasoned gamers it is almost too simplistic. sometimes it feels like they only dumbed it down to try and attract first timers, and not worry about the advanced rpg that most companies were doing. – it isn’t until you’ve been running the campaign to level five that you are even introduced to the new classes and prestige classes. this makes it very difficult to try and focus on one thing, as the books each contained something different. overall honestly, this is one of the first modern rpg systems i have ever played and our group absolutely loved it. i was leading the group as the dungeon master, and weaving a tale that while following the book (somewhat) went in a complete tangent of a direction. the only issue is if you go too far off the beaten path, the limited source material makes it a bit difficult to come back from the brink as some would say. writing your own story is not easy in this world, at least not until you have purchased quite a few of the more modern compendiums, however the cannon story is an amazing one to follow. well written, well drawn, and completely well thought out, dragon age is a game that i can not picture any role player not to love, at least in the beginning. my recommendation to any players, new and old, is too read up on it and at least try to play through dragon age the first game, as it will give you about eighty percent of what you need to know about lore and the world. honestly? it will make the game a thousand times more enjoyable. stop by the comic hunter and talk to the guys about getting the game, or seeing if someone is interested in running one for new players. if not, maybe you can be the next great leader in the fight against the darkness that is too come! either way, i just pray you have what it takes to survive the upcoming apocalypse, and that the people will stand with you when you need them the most. --> this just in! – homies – dynamite comics posted on october 29th, 2016 articles comic books moncton review this week we are touching on the title homies by dynamite comics. written by david gonzalez and elliott serrano, with andrew huerta providing the internal artwork, this comic seemed interesting and a bit wacky all at the same time. it caught my eye enough to try it, but i had no idea what to be prepared for. homies is the story of hollywood (the all time playa of the homies line) and his marriage to gata (his sweet little hunny, oh jesus what am i saying…) with the first issue going through the wedding. the comic is entirely based on the small little plastic figures from 1998 (still available to purchase from the little vending machines) and introduces most of them into the wedding issue. even though there is not much introduction for like eighty percent of them, it still shows their design so people can know they will be there. the comic takes place over the course of the two trying to get married while everything around them goes to hell. from their ring bearer trying to pawn their wedding rings for an ipad, to immigration arresting most of the wait staff as illegals, all the way to a leaked photo of the groom sleeping with a hooker the night before at his bachelor party. i mean, how could this wedding go any worse than it did? i mean without finding out your cousin slept with your wife before hand. that could be one way. the writing is fairly simplistic, and did not add anything original to the table. i felt there was a lot of touches on borderline racist comments and personalities of the latin people, basically turning them into the absolute outlandish versions of generic gangsters. the slut, the gang banger, the muscle, etc, all included as it is with any comic that contains a gang. nothing original about the characters. the artwork is alright, it makes you feel like the characters are made specifically to be over the top, all over the place, and not too be taken seriously. the artwork is dirty, with almost no straight lines being used, and some rudimentary coloring in the comic. it does not feel up to par to be included in a title by one of the big five, but it works for the story that is being told. everything about this comic is a bit off, from start to finish. i did finish reading it, and i am glad i at least gave it a chance, but i am fairly certain that i will not be searching this title out again in the future. for anyone who actually collected the homie’s toys, this is actually a really good addition to the collection, as you would recognize the characters and know what they are all supposed to be about. stop by the comic hunter, buy your comics, and pick up some of their other swag. support them guys and gals, and please keep an eye on their facebook page for more information on their events as well! --> moncton comic hunter on facebook charlottetown comic hunter on facebook facebook m:tg group remi (moncton) on twitter jeff (charlottetown) on twitter © 2014 the comichunter. design by luis boisvert. hosted by love and hotsauce. store section hosted by crystalcommerce.


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